Nature's SnareUncommon 1~8 Damage Versatile - Wielding With Both Hands 1d8 (1d6) Bludgeoning |
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Fly Trap: Chance to Ensnare target if it is not a plant or a beast. Main Hand Only |
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Threadlike vines wriggle along this wooden staff. |
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1.8 400 |
Nature's Snare is one of the Two-Handed Melee Weapons in Baldur's Gate 3. In BG3, each type of weapon has different ranges, damages, and other features (Finesse, Versatile, Dippable, etc). Characters need to master certain Proficiency before using a weapon, and sometimes gain a special Actions while holding it.
Threadlike vines wriggle along this wooden staff.
Nature's Snare Location & Where to Find
- Location: Can be found at Underground Passage inside a locked chest, guarded by a fire trap. You will need the Charred Key to avoid an explosion. You can loot this key from a dead body in X:-453 Y:-185. To reach this dead body you have to jump.
Nature's Snare Notes & Tips
- Rarity: Uncommon
- Value: 400 Gp.
- Weight: 1.8 Kg.
- ID: ??
- Anonymous
Attacked the Chest containing Nature's snare with mage hand, somehow this bugged the chest out "Can't use right now"...too low level to break it and honour mode so no reload :D
- Anonymous
- Anonymous
- Anonymous
So this staff seems way more powerful than it actually is at first because it looks like Fly Trap is triggered whenever the character wielding it succeeds at *any* attack roll, including ranged attacks, spell attacks, unarmed attacks, anything. I had it on my warlock because I thought I was adding a chance to ensnare a target whenever he landed Eldritch Blast.
However, it looks like that's a bug. While the staff will force any enemy hit by any attack from its wielder to make the saving throw, it will only actually ensnare the target when you use the staff to hit the target in melee. For all other attacks, the target still has to roll the saving throw, but nothing happens if they fail.
Side note, even though the combat log mentions the usual math for a standard saving throw DC: (8+prof+spellcasting ability mod), it looks like the DC is a flat 12, regardless of the users stats.
So in practice, the weapon is functioning as intended (I think that's how it's intended, anyways). It just has buggy interactions with the combat log and a mildly misleading tooltip.
It's still a very strong option for a melee character, though, especially monks. The Ensnared condition is a nasty debuff to have as just a free rider effect on all your melee attacks. It's a great way to lock down archers and spellcasters since they usually have **** Str.
- Anonymous
- Anonymous
What stat of the caster is the DC based on? If I am a WIS caster is it WIS and if I am a INT caster is it INT? or does it have a set DC?
- Anonymous
Seems to proc on literally any damaging effect produced by its wielder, including, oddly, ranged attacks with this quarterstaff in the melee slot. Incredibly effective paired with Spike Growth and probably anything else that has a frequent damage tick rate.
On one hand, this seems like a bug or oversight maybe, but on the other, I feel like it's powerful enough to justify the tradeoff between this and flat +1/+2 enchanted equipment, and it can be a useful "stat stick" for builds that can leverage its strengths. It's a funky item but I hope it doesn't get nerfed
- Anonymous
Just confirmed that the ensnare effect can proc off damaging spells and cantrips, not just on melee hits with the staff.
- Anonymous
i don't know about topple, but it applies on basic attack. Just used it as it was the best staff available for my combat druid, so i didn't test it thouroughly, but the proc chance seems quite high ! Maybe up to 50%
- Anonymous
- Anonymous
Fly Trap's Save DC is 12 and it's a STR Save. Should also mention that this is a good item for an early game Shillelagh build for a Druid or Nature Cleric.
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